Diablo 3 Patch 2.1.2 PTR Patch Notes

Diablo 3 Patch 2.1.2 PTR Patch Notes

As promised earlier today, the newest patch hit the PTR this evening and is now playable on the test realm. There are a bunch of item changes and fixes, a few new items, the promise of Rift Goblin packs with mixed Goblin types, and more.

Diablo 3 Patch 2.1.2 PTR Patch Notes:

PTR PATCH 2.1.2 – v2.1.2.28709


  • Items
    • The minimum range that an affix can roll on an Ancient Item has been increased
    • Wizard
      • Fixed an issue that prevented DoT damage from building up toward the infinite Firebird’s DoT
      • Fixed an issue that prevented the initial damage done by a Fire spell from counting toward the Firebird’s DoT
  • Adventure Mode
    • The Gold and XP rewards for completing a Rift of Trials have been significantly reduced
  • Achievements
    • Conquests
      • Boss Mode
        • Iskatu is no longer required for this Conquest
      • Worlds Apart
        • Iskatu is no longer required for this Conquest
  • Monsters
    • Treasure Goblins
      • Special Treasure Goblin packs will now spawn with a mixture of random special goblins and regular goblins

Click through for the rest of the long patch notes, with all the new changes in red font.


  • A message will now display in chat when a Treasure Goblin has been killed or escaped
  • Players can no longer go Brawling while a Greater Rift they paid to enter is open
  • The “Monster Kills grant X experience” affix is now multiplied by game difficulty
  • Healing
    • The “Healing” stat on the character sheet has been replaced with “Recovery”
      • Recovery is an estimate of how much Toughness you are expected to be able to recover in combat and is calculated using a combination of your Healing, Life, and Toughness
      • The Healing number will still be viewable in the character sheet if you mouse over the Recovery stat
    • Life per Vitality has been increased from level 67 to 70
    • Base Life at level 70 has been increased
    • Healing from Health Globes has been reduced
    • Pet and Follower Life has been increased
  • Social
    • The total number of players in a Community and in Community chat will now be displayed on the roster page
    • The presence information displayed in Clan and Community rosters, and the Friends List is now more detailed
    • The Clan Roster will now display the duration that a member has been offline
    • The Clan Roster can now be sorted by offline duration

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  • General
    • Improvements have been made to the prioritization of abilities that utilize damage shields (e.g. cheat deaths, absorb shields, and % Damage Reduction)
    • Pets
      • Several monster attacks that are intended to be avoided by players that weren’t already dealing reduced damage to pets now deal significantly less damage to pets
      • Fixed an issue that prevented players from being healed by Life per Kill when an enemy was killed by a pet

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  • Barbarian
    • Active Skills
      • Frenzy
        • Skill Rune – Vanguard
          • Movement speed increased from 15% to 25%
      • Furious Charge
        • Skill Rune – Dreadnought
          • Has been redesigned
            • Now grants Furious Charge two charges

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  • Demon Hunter
    • Active Skills
      • Chakram
        • Skill Rune – Serpentine
          • Damage type changed from Poison to Cold
      • Evasive Fire
        • Skill Rune – Parting Gift
          • Damage type changed from Poison to Physical
      • Grenade
        • Skill Rune – Gas Grenades
          • Has been removed
          • Replaced with “Cold Grenade”
            • Leaves behind a puddle of cold on the ground that Chills enemies for 3 seconds
            • Deals Cold damage
      • Multishot
        • Skill Rune – Suppression Fire
          • Has been redesigned
            • Now causes Multishot to knockback the first 2 enemies hit
      • Sentry
        • Has been redesigned
          • Cooldown has been removed
          • Now has 2 charges, with a recharge time of 8 seconds
            • Recharge time is affected by cooldown reduction
        • Hatred cost reduced from 30 to 20
      • Smoke Screen
        • Cooldown increased from 2 to 3 seconds
        • Skill Rune – Choking Gas
          • Has been removed
          • Replaced with “Vanishing Powder”
            • Removes the Discipline cost
            • Increases the cooldown to 8 seconds
      • Spike Trap
        • Skill Rune – Echoing Blast
          • Damage type changed from Poison to Cold
    • Passive Skills
      • Custom Engineering
        • Has been redesigned
          • Now increases the maximum number of charges and active Sentries from 2 to 3
      • Night Stalker
        • Has been redesigned
          • Now causes your primary skills to generate an additional 4 Hatred

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  • Monk
    • Active Skills
      • Epiphany
        • Bug Fixes
          • Fixed an issue that could sometimes cause players to get stuck on a wall when teleporting with Epiphany

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  • Witch Doctor
    • Active Skills
      • Haunt
        • Skill Rune – Grasping Spirit
          • Has been removed
          • Replaced with “Poisoned Spirit”
            • Haunted enemies take 20% increased damage from all sources
            • Damage type changed from Cold to Poison

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  • Wizard
    • Active Skills
      • Hydra
        • Significantly Greatly increased the amount of Hydra attacks per cast
        • Attack Speed now affects how fast each Hydra head attacks
        • Weapon damage reduced from 195% to 165% 105%
        • Skill Rune – Arcane Hydra
          • Weapon damage reduced from 245% to 205% 130%
        • Skill Rune – Blazing Hydra
          • Damage dealt over time no longer scales with Attack Speed
          • Weapon damage reduced from 185% to 155% 100%
        • Skill Rune – Frost Hydra
          • Weapon damage reduced from 275% to 255% 135%
        • Skill Rune – Lightning Hydra
          • Weapon damage reduced from 305% to 255% 135%
        • Skill Rune – Mammoth Hydra
          • Weapon damage reduced from 400% to 330% 295%

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  • Life on Hit and Life Regeneration have been increased by 25% at all levels
  • The rarity of the rarest Legendary items in the game has been reduced
  • The stack size of Crafting Materials and Gems has been increased from 1000 to 5000
  • Ancient items have been added to the game
    • Ancient items are more powerful versions of Legendary items
    • Ancient items roll from increased value ranges for certain affixes
    • Ancient Mojos, Orbs, and Shields roll with increased Damage or Shield Block values
    • Ancient items can now drop at Torment I or higher
      • The drop chance will increase with each Torment level
    • Any Legendary or Set item has a chance to be dropped or crafted as an Ancient item
    • Legendary or Set items purchased from Kadala have a chance to be an Ancient item
  • Band of Untold Secrets
    • No longer drops
  • Bottomless Potion of Fear
    • New Legendary potion
    • Fears enemies within 12 yards for 3-4 seconds on use
  • Shard of Hate
    • Legendary power is no longer affected by Proc coefficients
    • Can now proc more frequently
  • Several existing Legendary items have been updated to include a unique Legendary power
    • Note: Existing items will not be affected by the following changes. Only new versions of the items will roll with the added Legendary power.
    • Broken Crown
      • Legendary power added
        • Whenever a gem drops, a gem of the type socketed into this item also drops
          • The additional gem that is dropped will be of the same quality level as the original gem that was dropped
  • Class-Specific Items
    • Barbarian
      • The Legacy of Raekor
        • (2) Set Bonus
          • The first enemy hit by Furious Charge takes 100% additional damage
        • (4) Set Bonus
          • Furious Charge gains the effect of every rune
        • (5) Set Bonus
          • Enemies hit by Furious Charge take 3000% weapon damage over 3 seconds
          • Note: This DoT cannot crit, your Critical Hit Chance and Critical Hit Damage will be calculated into its damage
    • Demon Hunter
      • Embodiment of the Maruader
        • Philosophy note: The following changes are not intended to be a nerf to Demon Hunters or the Embodiment of the Marauder set and additional tuning may be necessary
        • Has been redesigned
          • (2) Set Bonus
            • Now increases the damage of your Hatred generators by 40% for every Sentry you have active
          • (6) Set Bonus
            • Sentries now cast your Hatred spenders every time you do and deal 100% increased damage
      • Helltrapper
        • The Caltrops, Sentries, and Spike Traps summoned by this item can no longer exceed the normal cap of those skills
    • Monk
      • Monkey King’s Garb
        • Philosophy note: With only some minor adjustments to supporting gear, build, and playstyle, Monks with four pieces of the updated Monkey King’s Garb should be able to match or even exceed their previous best Greater Rift time and level. With a complete optimization of the new Set bonuses, Monks should easily (or at least reliably) exceed their previous best Greater Rift time and level.
        • Has been redesigned
          • (2) Set Bonus
            • Casting Cyclone Strike, Exploding Palm, Lashing Tail Kick, Tempest Rush, or Wave of Light causes a decoy to spawn that taunts nearby enemies and then explodes for 1000% weapon damage
            • Decoy explosion now deals the damage type of your highest +% Elemental Damage
          • (4) Set Bonus
            • When your decoys explode, you gain a buff that increases the damage of Cyclone Strike, Exploding Palm, Lashing Tail Kick, Tempest Rush, and Wave of Light by 500% for 3 seconds Enemies hit by the decoy explosion take 500% more damage from your Cyclone Strike, Exploding Palm, Lashing Tail Kick, Tempest Rush, and Wave of Light abilities for 3 seconds
      • Sunwuko’s Shines
        • Now rolls with a guaranteed empty socket rather than Attack Speed
    • Witch Doctor
      • Carnevil
        • Bug Fixes
          • Poison Darts cast by Fetishes should now properly benefit from your +% Poison Dart damage
    • Wizard
      • Firebird’s Finery
        • (6) Set Bonus
          • The infinite DoT no longer deals damage to Rift Guardians if the player gets too far away
          • Going back within the allowed range should resume the DoT damage
  • New Seasonal Legendary Items
    • Note: Seasonal items will be available exclusively to Seasonal characters until the conclusion of Season 2
    • New Legendary Gems have been added
      • Esoteric Alteration
        • Gain 10% non-Physical damage reduction
        • Upgrade rank grants: +0.5% non-Physical damage reduction
        • Rank 25 unlocks: While below half Life, your resistances to Cold, Fire, Lightning, Poison, and Arcane are increased by 75%
      • Gem of Ease
        • Monster kills grant +500 +1,000 experience
          • This is multiplied by the difficulty multiplier
          • This is intended to be an exorbitant amount of experience for a low level character
          • For example:
            • A level 1 monster grants 40 experience
            • A level 55 monster grants 8,700 experience
            • A level 60 monster grants 18,700 experience
        • Upgrade rank grants: +50 +1 experience per kill
        • Rank 25 unlocks: Level requirement reduced to 1
      • Molten Wildebeest’s Gizzard
        • Regenerates 10,000 Life per Second
        • Upgrade rank grants: +1000 Life per Second
        • Rank 25 unlocks: After not taking damage for 4 seconds, gain an absorb shield for 200% of your total Life per Second
    • Class-Specific Items
      • Crusader
        • Belt of the Trove
          • New Legendary Belt
          • Every 6-8 seconds, Bombardment is cast on a random nearby enemy
      • Demon Hunter
        • Odyssey’s End
          • New Legendary Bow
          • Enemies snared by Entangling Shot take 20-25% more damage from all sources
      • Wizard
        • Ranslor’s Folly
          • New Legendary Bracers
          • Energy Twister periodically pulls in an enemy within 30 yards
            • An enemy can only be pulled in this way once every 5 seconds

          • Note: These are currently still using the place holder name “Energy Twister Bracers”

        • Halo of Arlyse
          • New Legendary Ring
          • Your Ice Armor now provides 50-60% Melee Damage Reduction and automatically casts Frost Nova whenever you take 10% of your Life in damage
      • Several existing class-specific Legendary items have been updated to include a unique Legendary power
        • Note: Existing items will not be affected by the following changes. Only new versions of the items will roll with the added Legendary power.
        • Barbarian
        • Monk
          • Gungdo Gear
            • Legendary power added
              • Exploding Palm’s on-death explosion applies Exploding Palm
        • Witch Doctor
          • Wormwood
            • Legendary power added
              • Locust Swarm is cast on a nearby enemy every second
              • Now rolls with +20-25% Poison skill damage as one of its four primary affixes
  • Bug Fixes
    • Fixed an issue that allowed damage from Gem of Efficacious Toxin to be reflected back onto the player
    • Fixed an issue that prevented the damage bonus from Bane of the Trapped from being applied to enemies that are Blinded or Charmed
    • Fixed an issue that prevented Invigorating Gemstone from correctly reducing your damage taken while Frozen or Blind
    • Fixed an issue that prevented Invigorating Gemstone from correctly healing you when you are hit by a Blind effect
    • Fixed an issue that prevented the damage bonus from Bane of the Trapped from increasing the damage dealt by clones created by the Monkey King’s Garb

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  • Season 2 Conquests have been added
  • The Lord of Bells is no longer required to complete “You’re Not The Boss Of Me”

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  • The New Tristram town hub now has an improved layout
    • Note: The changes apply to Adventure Mode only
  • Whimsydale is now more rewarding
  • Bounties & Events
    • Bounties that were disabled after Patch 2.1.0 have been re-enabled
    • The following events have received several changes, including changes to their completion requirements
      • A Miner’s Gold
      • The Jar of Souls
      • The Matriarch’s Bones
      • The Miser’s Will
      • The Scavenged Scabbard
    • Clear the Barracks
      • Changes have been made to the first floor of The Barracks to make it easier to locate the second floor
  • Nephalem Rifts
    • Players can no longer resurrect at checkpoint
    • Players now resurrect at corpse after a delay
      • The respawn timer will increase with every death
    • The amount of Gold and Experience awarded upon completion of a Greater Rift has been increased
      • Known Issue: Greater Rifts from level 26 on are currently more rewarding than intended and will be adjusted
    • Many maps have received changes to the way their layouts can be generated for Nephalem and Greater Rifts
    • Monsters
      • Monster density has been increased in several Greater and Nephalem Rifts
      • Monster damage in Greater Rifts level 26 and higher has been reduced
      • The following Rift Guardians have received several changes; they should less be frustrating, but still dangerous
        • Bloodmaw
          • Bloodmaw presented an unchallenging and unfair fight due to a combination of one-shot damaging abilities, stuns, and AoE damage. His Leap attack has been modified to address these concerns, but will trigger more often to make the fight feel more dynamic.
        • Erethon
          • Erethon has received minor changes to his dash attack. The AoE element has been replaced with a ranged attack to give more challenge to ranged characters.
        • Rime
          • Rime was an unfair opponent for melee players. The fight has been restructured so that his AoE can no longer overlap and the duration of each has been reduced. In addition, his ranged attack should be more threatening to ranged characters.
    • Pylons
      • Pylons are now less likely to spawn next to each other
      • Conduit Pylon
        • Now deals damage based on player Weapon Damage
        • Now attacks a limited number of targets
        • Will now attack the same target less frequently
      • Shield Pylon
        • Now reflects damage back to attackers
      • Speed Pylon
        • Duration has been increased from 30 seconds to 1 minute
        • Now knocks enemies into the air and deals damage to them
        • Now breaks Waller for the full duration
        • Now breaks destroyable objects (e.g. Doors, Barrels, etc.)
    • Realm of Trials
      • The time between waves has been shortened
      • Minor changes have been made to the types of monsters that can spawn
      • Rewards now scale based upon the rank of the Keystone you receive
      • Keystone of Trials no longer plays the Legendary item sound, or displays the Legendary item minimap icon when dropped
  • Bug Fixes
    • Fixed an issue that allowed Follower skills to be changed while in a Greater Rift

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  • Blacksmith
    • Salvage All will no longer salvage items that are currently Transmogrified or have gems socketed

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  • Templar
    • Bug Fixes
      • Fixed an issue that caused Inspire to grant an incorrect amount of Wrath regeneration

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  • The Extra Health and Vampiric monster affixes have been removed from the game
  • Anarch
    • Maximum dash range has been reduced
    • Now has a short dash that will be used at close range
  • Corrupted Angel
    • Maximum dash range has been reduced
    • Unholy Shield has been removed
  • Inferno Zombie
    • Reduced this monsters XP, damage and survivability to bring it in line with other zombies
  • Punisher
    • Maximum leap range has been reduced
    • Stun duration has been reduced
  • Treasure Goblins
    • New Treasure Goblins have been added to the game
      • Be on the lookout for the Jewel Hoarder, the Blood Thief, the Odious Collector, and another Malevolent little bugger
      • The new Treasure Goblins can only be found in Adventure Mode
    • Now always appear in front of a portal
    • Now have a special minimap icon
    • Now only drop their best loot on Torment I difficulty or above
    • Some changes have been made to the way Treasure Goblins try to escape

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The big “Sentries get weaker, you get stronger” change to Marauder’s Set doesn’t seem to have made it into this patch, which is a surprise as it was blue posted weeks ago. I’m curious to see some other other stuff in action, especially to feel how Conduit shrines have been tweaked to not work so well against single targets, and I want to find one of those Goblin multi-packs.

That’s a great change IMHO; now that we’ve got 5 types of goblins (well, more like 4ish, since DiabloWikiMalevolent Tormentors are about 1/10th as common as the others) it’s odd to only the packs of 8-10 all of the same type. The visuals can be nice, but either they’re too much of a good thing (5+ gambling trips to town after a Blood Thief pack), or else it’s just a ton of one thing you probably don’t want/need that badly (Gem Hoarders are meh once you’ve got plenty of gems). I documented Goblin packs of each type in a recent PTR testing report, but thinking about it from these notes, finding a pack with 2-3 of each type instead of 8-12 of the same type will definitely be more enjoyable for the variety.

Any patch changes leap off the page at you guys? Stuff you’re most curious to learn more about?

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21 thoughts on “Diablo 3 Patch 2.1.2 PTR Patch Notes

  1. Related to the notes; someone asked me in clan chat today about the relative scarcity of the various types of goblins on the PTR, and I didn't have a real sense of it.

    My initial thought was that out of 10 goblins, it's something like 7 normal and 3 of the new types, blood/gem/material goblins, with a Malevolent Tormentor about half as common as the other 3 new types. Which I guess would mean out of 20 goblins, you'd get 13 normal, 6 blood/gem/mat, and 1 MT. In retrospect, I think the new types are a little less common that that, Maybe 1 or 2 out of 10 total goblins are one of the new types?

    I'm not sure, since I notice the new ones much more than regular goblins, so I might be over-counting the new/novelty ones. I played an hour this afternoon, mostly doing T6 rifts in 2-3m each with my DH just farming up shards my monk could use for gambling, and in the total time I got 2 infernal hoarders, 1 blood thief, 0 gems, and 0 MTs. With oh… 30+ regular goblins.

    I'll try to keep an actual count if I get some testing time tonight.

  2. I did a quick game and ran 5 Rifts on T6, and Conduit Shrines are way nerfed.

    They aren’t even good for clearing trash mobs, and while I didn't get a Conduit near a Guardian, it won't even kill a normal Elite now. It won’t even kill strong non-elites, and running through the dungeon with Conduit on I kept coming to a stop when I literally ran into monsters who I expected to fall over but who were not dead yet. It felt like a slightly buffed version of the Wreath of Lightning LGem, and I think it's way too nerfed.

    The notes say Conduit scales from weapon damage, which I think is the problem. I'd guess it's just raw weapon damage, not including +elemental and +skill damage, so a well-geared char will find Conduit really lacking. My DH has 2.1 APS with 1.2m dps, +70% fire damage, and +40% MS damage. Her Multishot crits with Bane of the Powerful proc on are 50-70m. She one shots almost all trash mobs and kills Elites in 3-4 shots with a couple of sentries up.

    Compared to that focused damage, the Conduit just doing 400% base weapon damage (or whatever it is, but my crits were in the 12-15m range from Conduit, which was something like a third of my usual damage output and insufficient to feel fun or let me run through, leaving death behind.

    Possibly it's not so lame in a Grift it if scales up with the level? If not, and it stays with the same weapon damage scaling in GRifts, people are going to be raging in the forums over this nerf, since Conduit seems be useless past GR30. Or even less. It was nearly useless just in T6, last night.

    • "They aren't even good for clearing trash mobs, and while I didn't get a Conduit near a Guardian, it won't even kill a normal Elite now. Way lower damage per zap, very fewer targets selected, and crap vs Elites. It felt like a slightly buffed version of the Wreath of Lightning LGem, and I think it's way too nerfed now. "

      Lol, yeah. Someone just posted on reddit that it only took about 5% off the RG health at GRift 45 I think. Can't help but laugh, really. This is exactly the 'discussion' happening on the forums.

      The fundamental problem is that Conduits were fun precisely because they were OP. So Blizz is trying to 'balance' something that is inherently unbalancable; it's like trying to balance cheat-codes. They're funness was in direct proportion to their ability to kill stuff.

      Which is why I still believe the only 'solution' that will please everyone is to create two separate GRift systems, one with the old Kill-Everything-Conduits, and one without Conduits at all. Any other solution than this will displease 50% of the people, it seems.

        • For some things yes that's true, for other things it isn't. Conduits fall into the "Isn't" category. If they're useful, then they'll be mandatory. There's no way around this.

  3. I'm usually ready to complain about a lot of things, but I was pleasantly surprised at a lot of these changes. Most of them are little changes, but massive in terms of QoL improvements:

    – increased stacking of crafting mats to 5000. (Sweet Ice-Skating Jesus, thank you. Although, why not 9000? Or better yet Over 9000, because, you know… ah well, good change!)

    – Monster Kill grant XP buff (still might be useless, but at least they're trying to buff it!)

    – Sunwuko Amulet socket (awesome change, do this with more amulets! see: amulets that auto-roll CDR!)

    – SoH buff/revert? (great change!)

    – And, most of all, the BIGGEST change (imho), is the adjustment to the rarity of the rarest items. Holy crap, never expected them to do this. Still can hardly believe it. I hope it's a decent buff and removes some of the ball-breaking RNG frustration of grinding for the super-rare items.

    So, all-in-all, quite pleased. ALTHOUGH, I really really hope this is just a sign of things to come. Because, as good as these simple changes are, there's more equally-simple-but-just-as-significant changes to make. E.g. SoH buff is good, but it's just 1 of about two dozen legendaries that just need a simple numbers buff. You can do it, Blizz!

  4. "The rarity of the rarest Legendary items in the game has been reduced" : Rarity reduced means the chance to get them was actually increased?! (Well that's what I want to understand from this line anyway)

    • means to me a item like furnace is bigger chance to get now. i played 900 hours and still havent got the damn thing its about time 🙁

    • I found a Frostburns last night in just a couple of games. Which was previously one of the rarest of gloves, equal to TnT in scarcity. One item doesn't prove a trend, but I was feeling more eager with my DH every time an orange bow dropped, as I've yet to find a kridershot on the PTR.

  5. Halo of Arlyse (new Wiz ring) looks really nice. Long time, since being excited about leg item 🙂

  6. Are the buffs to SoH retroactive? I know this is usually the case for set items only, but Blizz is changing the way the leg affix works, not adding anything new, so perhaps this results in the change being retroactive?

    Also what's the reasoning for removing the band of untold secrets? Plenty of legs fall into its "meh" category and could be removed along with it.

    Increased stack size is nice – will definitely free up some inv space, but like was said earlier why not 9000? Or 9999? I assume 10k introduces space/display issues. Hopefully shard cap gets buffed before patch goes live.

    • I'm assuming the Band of Untold Secrets was killed off because it was just a dummy in the drop table. For most item types the drop table isn't crowded. But for rings, it is.

      Adding that new Wiz leg ring would actually have the effect of making all other rings slightly more rare for the Wiz. I like this change since no one wants movement speed on a ring and since enough rings have cool leg powers already.

      • I liked movement speed on rings b/c you could enchant it into something else you really needed, like CD, CC, sockets, etc. I still like Steady Strikers for the same reason; extra primary roll, baby.

      • My Monk on the PTR found a SoH just a couple of days ago, and I used it briefly and gave up since even with a good roll, it was 2420 or so, it was clearly less effective than the 2050 fist I was using, which has +15% lightning damage. (My other 1h weapon is an ancient with 2800 dps.)

        I saved the SoH in stash though, so I'll have to try it out again and see if it feels more effective in the new patch.

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